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Got a long list of bugs ive been collecting for yee, seems finishing the mod may still be some way off

-a very anoying bug i found when trying to find out why a lot of my ships decided to not attack properly. it seems that when upgrading my ships seem to revert to 'Dont Get Hurt' i had to go back through all my backdated ships and change their stratagies (was using a load of old ships i couldnt retrofit due to the 50% cost rule).

- Synthetic Armour, Refraction, and Crystallized Armour is not covered by the 'World Ship Shield and Armour' mount. There may be racial trait armour's that arent covered either.

- The shell system counts most shells as older than the Absorbtion shell, making it very awkward to use other shells as they 'upgrade' into Absorbtion.

- Light Baseship and Super Carrier have a station image.

- Orbital Research Facilities dont have a shell mount.

- AI uses Intel even when its disabled in the setup and the tech removed. they get the points from partnership treatys and neural computer complex's. I also believe theres more sources i havnt found.

- Psychic Enhancement Centers dont become obsolete as their upgraded.

- Nature Monastary gets 'upgraded' to Cosmic Standing Stones, even tho the Stones are shown as out of date. The same happens to the other Monastarys; War Monastary - Temple of War, Death Monastary - Temple of Death, Monastary of Time - Halls of Meditation. I'd imagine the fate version does the same, i havnt managed to get that unique tech as ive eaten up all the special planets in my current ancient game ^_^

Hope my list here helps Grand Lord Exelsiar of the Azra-Dun Commonwealth, at your service
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- the agressive AI seems to enjoy designing troops with no weapons. was a lill worried when the AI dumped a LOT of troops on an undefended planet.... and they all died to civilians atleast i got to see ground combat for the first time ever

also one i may have been wrong about:

- AI uses Intel even when its disabled in the setup and the tech removed. they get the points from partnership treatys and neural computer complex's. I also believe theres more sources i havnt found.

its very likely that it was all due to random events, i didnt realise you had intel effects as a part of the random events, VERY nice effect i must say. To test this ive got a new game going, removed intel tech and disabled intel operations again, but turned off random events. i'll get back to you on results.

your very welcome, tis a great feeling helping out so much, normaly i report the odd small thing that partially goes un-noticed, or has already been reported/just been fixed, finaly i get to contribute a decent amount. ha the joys of having an addictive personality and getting re-adicted to SE4 Grand Lord Exelsiar of the Azra-Dun Commonwealth, at your service
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- When starting a game with full tech, all races start with 2 Advanced Supply Systems III, instead of the SY and ASS3. Those with Temporal Tech start with Temporal SY and 1 ASS3

- Defensive design minister uses Airlocks instead of minelayer for mine layer ships, yet follows more normal designs for satalite lauchers. It also upgrades the airlocks to external moorings, using more than the maximum of 3. Satalite launchers have their satalite bays replaced with external moorings when their available.
- Same minister also gives defence bases and escorts external moorings with no cargo space.
- Same minister, troop transport has 1 external mooring, i can see its usefullness, just reporting it incase its not ment to be.
- Same minister, Combat designs recieve 2 neural combat interfaces
- Same minister, hates designing mines.

BTW i'm still testing the possible intel bug... tis slow going only 2 races (of 20) have gain intel point and ive only met 1 >_< i'll leave my home system soon.... ish Grand Lord Exelsiar of the Azra-Dun Commonwealth, at your service
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ya most welcome -salutes with a wink-
as for my tests im huddled in a corner and nearly ready to declar war on everyone and see what happens Grand Lord Exelsiar of the Azra-Dun Commonwealth, at your service
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Ok i'ma go ahead and say it was all just from the events >_< in my test game im at war with everyone and sitting in a single system with some sexy ships blasting anything that enters my system ^_^Grand Lord Exelsiar of the Azra-Dun Commonwealth, at your service
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Hmmm... that is a strange one. I don't think it has to do with destroyed weapon pics, because all units are either alive or dead, no damaged parts allowed. And once a WP is destroyed, then it seems to be showing the correct image. But I'll look into this one and see what I can find.Nick (bearclaw)

"You don't know the Power of the Dark Side. I must obey my Master"Back to top

I started a game of DN4.27 on top of SEIV 1.95. After playing for a while I got into several wars, but I've not been attacked - ever. So I took command of all the empires to see what's up.

I found some odd things. The XiChung have many ships with 0 movement points. A corvette will have a single chemical rocket and a booster, but 0 MP. They have several minelayers like this with a single cargo bay and 10 external moorings. They've got external moorings on Colony ships as well.

The Tessellate Imperium seems to be working fine. No, wait a minute. They have colony slugships with no colony modules on board.

Cue Cappa and Ukra-Tal have same problem as XiChung.

I think I'm going to try re-installing everything and starting over.Back to top

Oh, speaking of target descriptions... some weapons have no target type descriptions at all, as if the field was left blank instead of being left out entirely!That's no space station - it's a spreadsheet!Back to top

The light colony mount says it reduces colony module size by 75%, but it actually reduces it by only 25%. I think the description's in error, because it makes it seem like it's better than the native light colony mount, which shouldn't happen!That's no space station - it's a spreadsheet!Back to top

The light weapon platform mount says it reduces range by 1, but it actually doesn't. I guess compared to the normal weapon platform mount, it does have 1 less range...

This might be intentional, but tiny transports make quite good early game missile boats. Stuff a huge supply storage on there and you've easily fulfilled the 20% cargo space requirement! Especially deadly with the drastically overpowered mini-missile mount! The only downside is the defense penalty on the hull, but then missile boats shouldn't be getting hit by direct fire weapons all that often to begin with...That's no space station - it's a spreadsheet!Back to top

...This might be intentional, but tiny transports make quite good early game missile boats. Stuff a huge supply storage on there and you've easily fulfilled the 20% cargo space requirement! Especially deadly with the drastically overpowered mini-missile mount!

I will have to try this out. My SE4 playing style tends to skimp on the military in the early game, but if a tiny transport can be made long-range and armed with powerful missiles, I could have a strong [enough] navy quite early!

I was going through a bunch of old games on my flash drive and deleting ones that I have not played in a long time, and wound up starting a new DN game in either 4.27 or 4.29.

I've mainly been playing Restock 4 recently to test my Union of Worlds race, but DN is still one of my favorite mods. I just love all the new techs.Back to top

This is probably a stock bug, but the Small Acid Globule is basically useless... the Small Electric Discharge outclasses it in every way except cost! At least at level 1...That's no space station - it's a spreadsheet!Back to top

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